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Beale

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Everything posted by Beale

  1. How could I kill the one making all these nice image albums? I think Sketchup is good for architecture and things, but for KSP, maybe not (though I think B9 is made with it?). You know I look at the models in your signature and they are very nice! I used it when I first tried modelling, but no luck, texturing in it is almost impossible. Have you tried Wings 3D? It has a very similar look and feel to Sketchup and is easy to use, but with a nice UV map editor that makes texture creation very fast (automatically export "lines" for all the panels (I don't know how to word this) ). It only took me about two days to learn its features. And my only previous experience was making strange cube shapes in Sketchup. Also it lets you have complete control over polygon number, whereas Sketchup forces all cylinders to have too many sides. Just my 2 cents . Maybe some more experienced modders will cringe at my UV maps?
  2. I am not at all familiar with TAC life support (I like the idea of "hardcore" mods, but after hours to create a totally broken remoteTech network I gave up) , so in that case maybe / maybe not. What changes do I need to make to support it? Deadly re-entry I would like to do and shouldn't be too hard. I haven't really used it, but doesn't it come with heat-shield / separators in the DR pack? I think my craft is a bit "odd" in the hardcore scene? It is too small, maybe that is where the kind word by acc comes in... Progress like craft - definitely! Salyut - next up! Hmmm, it does look okay being that big... Maybe I will play around myself. Thank-you for this! I hate to jump the gun, but I started on Salyut 1 straight after D2, the models are almost done, I do some textures and then tease. Very kind offer though. What modelling software do you use? I plan functionality to be a bit like stock science lab, you know? Despite being a CS degree I have never made a plugin yet . I had the idea of making something like a "long-term" crew report that you could do every week for science.
  3. Hi! Yeah it is a bit of a weird fix. The reason is that both service modules contain three resources. It seems unless you have an extra module in the .CFG there's a huge VAB bug where the engine just inflates and takes up the whole screen. For the extra module, I used RCS thruster. I know what you mean with both fuels using the same nozzles, a bit OP? It can make rendezvous tricky when you can accelerate forward so quickly, but aft not so quickly. Maybe I'll find a more elegant solution in the future! Nice
  4. Awesome! You've done what I just couldn't manage, a Mun landing / rendezvous without major trouble with the LK's fuel (or at least it looks like it... ) I think with new balancing there is a bit more margin for error with the extra ÃŽâ€v. Nice job on the N1 also! I suppose the configuration is more like Apollo with lander and orbiter stacked on top of each other. BTW: I love those Kerbal textures, are they yours? The "snoopy" hats are cool.
  5. Yeah, it is in the same ball-park . Engineer puts it at 1,250m/s. On a somewhat related note... I'm happy to say that the Apollo D2 "Spica CV" is released + Major balancing! Thankyou for all the support people, I've loved seeing all the pictures of the mod in use and getting people's feedback! That must be the biggest station I've ever seen! What FPS do you get near it? Love to see Tantares used like the real Soyuz.
  6. Okay, the release is very soon. I need to tweak balancing (the old was a bit off, large solar panels before even the basic ones). With new fuel amounts and nerfed ISPs, both the Tantares and Libra are more realistic options for a Munar mission. What are peoples opinions on what the D2 should be capable of? I've placed its parts various in the tech tree, but generally it is a late-game vehicle. D2 IVAs are finished. Also changed the fairings a bit, much fewer lighting issues with a single monolithic piece that just "slides" off.
  7. Thanks! 0.625m , I really love doing these "small-ish" craft.
  8. Yeah The bit at the front with the window is the current one. New engine also. Crew pod is in middle. No IVA yet.
  9. Awesome to see it can be scaled up . Do the IVAs and stuff still work right? Nice station! It is weird to see the first release version, I've deleted all trace of it from my computer. Maybe you have one of the last copies in existence! Answered
  10. Wonderful gallery! Pretty funny as well . The first caption is a reminder that my English (Scottish?) is still not so good . I experimented with static landing legs, but they seemed a lot more wobbly than the stock ones, so... For now, yes I think the real LK had fixed (or at least very rigid) landing legs?
  11. As for your assembly question, I have no idea sorry! The D2 (or "CV" as it is in game) is based on the General Electric Apollo D2 spacecraft . It's "thing" is that it keeps the aerodynamic fairing in orbit. There is some suspicion that the Soyuz design was stolen from this spacecraft.
  12. Picked a random star, was going to call the Mod "Antares", but: There's already a mod with that name If the mod began with A, it would load before stock parts; I prefer mods that load after stock parts. Not the most interesting origin, but there you go!
  13. Makes me incredibly happy to see this mod getting use . Shenzou parts might be a possibility, at a bare lazy minimum an alternate cylinder OM could replicate the look well. Salyut also was suggested earlier in the thread, so maybe! (Boy, do I have a lot of requests now!)
  14. Right, the D2 exterior is done . I'd like to get people's opinions on it before I start with the IVA. I've left the OM pretty bare, Its main use is as a battery and Kerbal storage. RCS movement is okay. The craft sways a bit when translating. The thrust transforms are angled a bit, which I think looks pretty cool, if not as efficient. One Major Problem! The fairings go diagonally when being jettisoned, here is my code: MODULE { name = ModuleJettison jettisonName = Spica_Crew_1_Fairing_Left bottomNodeName = top isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 10 jettisonDirection = 1 -1 1 } MODULE { name = ModuleJettison jettisonName = Spica_Crew_1_Fairing_Right bottomNodeName = top isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 10 jettisonDirection = -1 1 -1 } I've tried lots of combinations in jettisonDirection, but they wont go right any way.
  15. Thanks! Yeah, the LK needed a few concessions to keep the parts multi-purpose. I could have split the structure, fuel; but then it would be impossible to use these parts elsewhere really, so it became a single stage craft. Bobcat's LK is really good if you want the right staging.
  16. I'm a big fan of Planetes and the Fishbone is something I've wanted to do for a while, so maybe still. I'd likely make the cargo bay a KAS holder for putting parts in (You could fill it with small fuel tanks). The D2 has an engine now at the very least. Though I'll release it as its own pack, it will include some Tantares parts, which can be merged if you download both craft.
  17. I've taken on a bit of feedback on the Aeroshell, now it's a bit more "Shelly" rather than like a bare bones frame. The engine and OM should be straightforward. I think OM will only be for one Kerbal given size limits.
  18. Thanks. I am considering making "doors" for the front hole and the window holes. When closed it would be a feature-less cylinder and they could be opened for EVA / observation. Thanks for the feedback! Hi! Yes I did consider it, but here is my thinking on it: Given that the biggest diameter sized parts we have are 3.5m, I think having the Tantares 2.5m would make it look really big %-wise of the rocket? If I'm making any sense here. Who knows, a 2.5m "Mega Tantares" seating 4 might be nice. (This all being said, I had a look and it does look like the real Soyuz launcher is only slightly wider than the spacecraft, interesting...) The sizes could work. In a 2.5m Tantares, three Kerbal could definitely fit (three would fit in the 1.25m pod if I throw away all the instruments). I'd even say four kerbals would be a good number.
  19. Apollo D2 progress! The tricky crew module is working good! More to follow... Special thanks to NathanKell for the inspiration and help designing! I wish fairings could be tweak enabled. Without it also makes a nice-ish pod.
  20. You mean like the actual texture map or of in game?You know the orange is pretty ugly in my opinion. I made it as a homage to the first mod craft I attempted to make, lets call it the proto-Tantares. Hella ugly to look at now, but I was proud of it at the time. About your question on deadly re-entry: I don't see why it wouldn't be compatible, the craft would just take the extra height of a heat-shield. You could add heat resistance to the pod config by copying deadly re-entry's config for the MK1 pod.
  21. Yeah, this is a good idea. I'll do some NERVA (or whatever it's called in-game) dual fairings that blast off in both directions.
  22. I get what you're saying, but there's a few tricky things with that setup. The parachute needs to be full width so the OM fits "sleek" on top. But when the fairing is jettisoned, the full width parachute will look weird on top of the small node on top of return capsule. Anything I can help with?
  23. Somewhat unrelated to the last few pages of talk, but I'm happy to show that the Libra can do its job (even with my piloting)! Something I've been doubting for a while. Fuel count on touch down. Literally empty on rendezvous. Had to do most of orbit changes with monopropellant (Got into orbit fine with LF&O though). Tantares (version without an OM) after Kerbin return burn. So this is all good, looks like I got the balancing right? I'd like to know if anyone has done this style of landing without running short on the Libras's rendezvous.
  24. Rough model of Crew and Orbital module. for D-2 Windows would be just textures as with my other models.
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